Almea


I have a couple of side projects besides all of the India.  One is Ticai, the game I started working on a few years ago. Here’s what it looks like today.

ticai-square

You can compare this to the last look from… gulp… three years ago here. What’s changed?  A bunch of things:

  • A better skybox, rather than featureless blue.  Still needs to be redone, but at least I know how now.
  • Even more buildings, including the nice round temple on the left.
  •  The cobblestones are bump-mapped, so they don’t quite look like a flat texture slapped down on a flat surface.
  • Previously the streets were modular; I figured it would be easier for Unity to render them if there was only one copy of each unit.  Then I realized that the entire street grid has fewer polygons than a single human model. So now the whole grid is one model. This cleared up a lot of little alignment problems and makes the streets look better. It also allowed me to do things like put the tower on the right on a little hill.
  • The camera stays closer to Ticai. This makes it harder (though not impossible) to see through walls and such, which helps out a lot in some of the smaller spaces.

Unity has been upgraded to version 5.4, which broke a few things.  Most are fixed, but something has changed about the lighting which I haven’t figured out.  Ticai’s clothes don’t look smooth, nor does the round temple.  Unity used to correct for that, and I don’t know how to fix it yet.

There were some major bits of the city that weren’t done yet.  There is a whole underground that was only mocked up; it’s all finished now. I also added an alchemist’s shop:

ticai-alchemy-shop

I like the various jars and things. There’s even a microscope!   Not shown: the alchemist has a rather pretty globe of Almea.

I’m convinced that one reason games are so often late and buggy is that the developers spend half their time redoing things.  You make something quickish just to get it working (possibly learning how to do it at the same time). Then you learn how to do things better, get dissatisfied with what you did, rip it out and redo it.  For instance, Ticai’s feet:

ticaI-feet-changes

I half-assed her feet the first time… I figured I could suggest her toes using the texture, and it looks bad.  Finally I redid the toes, separating them in the model.  Plus I redid the ankles. Also her eyes: she has eyelids now, and blinks.  Her face still looks kind of weird, though, so I’ll have to work on that.

(The four toes are not a way of saving work: Ticai is Almean, so she really does have just four toes.)

I put the project aside before mostly because I was hung up on the writing side. The game is supposed to be a set of interlocked mysteries, which Ticai solves by running around and talking to people.  I want a really complex conversational engine, where you don’t have four options to choose from, but a hundred or more.  But of course that means a lot of writing, and even more testing, and I haven’t found a way to keep the amount of work under control.

The other project is a new conlang, something at least two or three of you have been waiting for patiently for years.  It’s Hanying, one of the language of the Incatena— in fact, the language of Areopolis, more or less Morgan’s native language.  I said it was “in origin a Chinese-English creole”, and it was… for the first half-century or so of its existence.  But it will be much weirder than that.  E.g., it suffered a series of phonological adaptations to new speakers twice, and it went through both some relexification and decreolization.  By the time it’s done I hope it really looks like something that survived a thousand years of change.

I notice that Verduria feels a bit European, which I like. What are some ways that I can replicate that Euro feel in my own stuff?

—紫鴨笑

This was asked on Twitter, but it’s hard to answer in 140 characters.

282 72 Fiesole.jpg

For Westerners creating fantasy worlds, it’s hard not to make it European. The Standard Fantasy Kingdom is mostly European (from medieval to steampunk). The more of these elements you have the more European it’ll feel:

  • A large temperate agricultural zone, sometimes threatened by nomads
  • Kingdoms (with a smattering of republics)
  • Parliaments (especially as a counter-power to the king)
  • A division into multiple ethnic states
  • Powerful nobles who ride horses and live in rural castles
  • Towns, dense in population, without city planning, with a high degree of autonomy
  • At least some maritime nations, with a lot of ship-borne trade
  • Advanced in technology compared to other nations, or at least not dominated by larger civilizations
  • Large forests where you can hide the trolls or nymphs
  • Lots of pretty stone buildings
  • A single religion that crosses national boundaries
  • Monogamy
  • Clothing runs to shirt + pants for men, dresses for women

Visually, you would expect to see gothic cathedrals, big stone castles, Renaissance palaces, pleasant hobbitish villages. Buildings are rectilinear; roofs are either flat or A-framed. Animals, plants, and food are all recognizable to Westerners. Armies consist of horse cavalry, sailing ships, infantrymen wielding swords, bow and arrow, or pikes, with catapults as artillery; the upgrade path is to steamships, muskets, and cannons.

Linguistically, the languages could be directly influenced by Europe (as Verdurian is), and don’t stray too far from European languages.  Thus, mostly—

  • Standard Fantasy Phonology (English plus kh)
  • SVO
  • nominative-accusative
  • Verbs marked by tense, and possibly number + person
  • Articles
  • No gender, or masculine/feminine
  • Prepositions
  • Decimal number system
  • Adjectives may be like nouns, definitely aren’t like verbs

Perhaps more subtly, Europe is old. Everywhere has at least two thousand years of history, and things were probably very different 500 or 1000 years ago— different nations, different languages or religions. (By contrast, China is even more ancient, but as far back as you go, it’s still ethnic Chinese. With India,  whenever anyone invaded or started a new religion, the old peoples and religions are in general still there. And of course the US is by European standards young and low-density).

Now, in all of the above, I’ve not only downplayed differences between European nations (it makes a difference if you’re aiming at England, Italy, or Poland), but also I haven’t been too concerned with actual medieval history, which often differs from the tropes that we get from fantasy and even from medieval literature. If you really want a European flair to your conworld, my usual suggestion is to read less fantasy and more history. Reality is always far weirder than imagination.

Now, Verduria started as a Standard Fantasy Kingdom, and is certainly affected by my own affection for Europe and European languages. Plus I’ve more or less tried to make Almea stranger the farther you go from Verduria, which means Verduria itself is supposed to seem familiar to Western readers.  Still, it’s not designed as a mask of Europe— e.g. particular nations of Eretald are not simply caricatures of particular European nations. It does have some elements that aren’t European at all, and hopefully its history is coherent on its own level— things happen because of their internal logic.

It may be relevant that I aimed at something like 1750s Europe, and if anything pushed that toward 1800 in later work. So one thing you may be noticing is that Verduria is a little more like modern Europe than many fantasy kingdoms— it has steam power, colonies, cannons, universities, joint-stock companies, printing, religious conflicts, and parliamentary politics.

For Americans, Europe has a certain attractive quaintness, fading at the edges into eccentricity or annoyance. We see ourselves as straightforward, pragmatic, and business-oriented, Europeans as alternately charming, hidebound, and arrogant. We imagine that a duchess is somehow much more interesting than a billionaire. Harry Potter’s crumbly old castle of a school is as fantastic an element for us as his magic; Samwise’s forelock-tugging deference to Frodo as alien as the elves. These things would all read very differently to actual Europeans.

I hope that helps— I don’t know exactly what you’ve read about Verduria, and perhaps I haven’t captured what you notice about it at all!

(The picture, by the way, is of Fiesole, Italy, and was taken by my father in 1972.)

 

I’ve been revising the Book of Cuzei, and today I ordered a second proof copy. It usually takes less than a week to arrive; if it’s OK I’ll approve it for sale, and if not corrections will probably be minor and it’ll take a few more days.

Babblers-cover-front

One complication was that Microsoft Word turns out to be crappy at what should be its major competence: editing book-length printable manuscripts. This happened with The Conlanger’s Lexipedia too: if there’s enough complex formatting, then any additional editing, including adding a new paragraph, will crash the program. The only solution I’ve found is to divide the document in two. This is why the Lexipedia doesn’t have a comprehensive index. The Book of Cuzei does, but only because I hand-edited it. I can’t express how mega-stupid this is; this is what Word is for.

I also uploaded the files for the omnibus edition today. Unfortunately Amazon won’t let me sell it for the price point I wanted– it’s going to be $22.95 in print, though they’ll probably discount it. That’s still less than the $29 it’d cost to buy both books. I am ordering a proof copy of this too, of course, so I can see if the 650-page behemoth is actually usable. (If not I’ll probably have to reformat it for a larger page size, which will probably be delightful.)

The Kindle version will follow shortly. It’s not much use creating it until the print text is finalized. But doing so only takes a day or so.

There won’t be a Kindle omnibus; I was going to just charge $4 or so extra for it, and then realized that I might as well just charge $3.49 for the Kindle Book of Cuzei. That is, selling Book A for $X and Book B for $Y and Book A+B for $X+Y makes no real sense. Just buy both books.

Finally, a shout-out to Edwin Perales who drew the illustration for the cover shown above, and to Mornche Geddick who read the whole Book of Cuzei. There’s not many readers who can find typos in Cuêzi, but she’s one of them, and I wholeheartedly recommend her services in case you have some Cuêzi proofreading to do– undoubtedly a growth industry as there’s nowhere to go but up.

I approved the proof of In the Land of Babblers a few days ago, created the Kindle version, and, good lord, it’s available right now. The print book is on sale at $12.56.

Babblers-cover-front

If you’re not in the US, it may take some days for the appropriate Amazon local minions to serve it up.

The proof for The Book of Cuzei arrived too. That’s 382 pages of superior supplementalness. It will take me a bit to read through it, so it’ll probably be available at the end of the month or soon after. Then the omnibus edition is a matter of stitching the two books together. If you think you want both, it’s worth waiting for that.

I had about a week in between proofing the books, which I could have spent in any number of productive ways, but instead I got a massive cold. Still feel pretty rotten, in fact, but it’s getting better.

I ordered the proof copy of In the Land of Babblers today. So it’s on the way!

Babblers-cover-front

Once the book arrives, I’ll read the hell out of it. I always find more reading a physical copy than I do reading it in Word. Then I make corrections, and generally order another proof. So it should be ready sometime in September.

Plus there’s a companion volume– all sorts of material on Cuzei, published and not. That’s mostly done, but I may add something else to it, so it may take just a bit longer.

I’ve got back into making model after model in Blender– current count is 140.  When we last looked in on Ticai, the game looked like this.  Now it looks like this:

Ticai contemplates encroaching urbanization

Ticai contemplates encroaching urbanization

Now I know why, in a game, you’ll often be right next to interesting-looking spaces you can’t get to. Why can’t I go over and explore it?

A game level, conceptually speaking, works like this:

gamezones

There’s a very detailed area where the player can explore. Here you’ll get real doorknobs and window frames and pipes, 3-d trees, and all the hidden triggers that make the level work, like working doors and ladders.

Just outside it is areas you can see into, but can’t get to. Because they’re close, they have to be pretty well rendered, though of course nothing will be interactive.

Outside that is a land of increasing fakery. Here the architectural details are likely to be part of the texture, and for any object, only the sides facing the player need to exist. Even farther out, you get the skybox. In Hammer you can have objects there, coarsely modeled, so you can see far into the distance. At this point you model a tree by pasting a picture of a tree on a transparent quad, and far details like clouds may also be 2-d pictures.

You can’t get into those nice nearby areas because it’d get too close to the fakery zone, and the illusion would be spoiled. The level designer may need to put a lot of work into inaccessible areas, but they’ll only work enough to make it look good from the accessible one.

(This applies to Valve games, as well as games like Dishonored, Mirror’s Edge, Bioshock, Mass Effect, and Dragon Age. It doesn’t entirely apply to open worlds like Skyrim or Saints Row or Arkham City, which have to use different methods to manage the huge maps– though note that interiors still involve a level change. Unity allows huge maps, but I don’t have a development team to fill them!)

Here’s what the city looks like in the editor:

What you'd see with a rocket jump

What you’d see with a rocket jump

Ticai can wander just the four city blocks in the middle of the picture. You can see that the modeling gets simpler outside this region, and even within it there’s some fakery– e.g. there’s no need to create roofs for buildings if there’s nowhere she can get high enough to see them.

You can see the map of the Nezi neighborhood, which I’m using for reference. Just to make those four accessible blocks, I’ve had to model about a third of the neighborhood, and I’m not done yet.

Here’s the mansion of the local aristocrats:

And that's just one wing

And that’s just one wing

I just redid the mansion this week– before the façade was basically a box with nice windows. You can also see a tree– Unity has a tree creator, which is good, because foliage is awful to model.

See the big white cubes in the city map?  Those are placeholders… maybe I can go model something to replace them with right now…

I was going to write a placeholder page for Dhekhnami– just to check, I clicked the link on my local page, and found this.

That is, I’d already HTML-ized the grammar (er, well, back in 2010), I just never uploaded it. I was never quite satisfied with the language, but I sure don’t want to re-HTML-ize it. 😛 So, it’s now officially done. (I hope to get to Carhinno someday, in which case I’ll probably add a bunch of borrowings to Dhekhnami.)

(So, you’re wondering, is Sarroc done too? Sadly, no. I have a healthy lexicon, but the grammar is just notes for now.)

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